Search found 236 matches
- Thu Aug 29, 2019 3:01 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 399701
Re: [MOD 0.17+] Industrial Revolution (WIP)
One last question on my mind. Vanilla really benefits from your staking beltboxes to reduce bus size on materials (looking at those 32 iron belts) - will the variance in product types in IR mean significantly less of each material needed to the point where something like the beltboxes won't be as u...
- Tue Aug 27, 2019 11:22 am
- Forum: Mods
- Topic: [0.17] Sam's Trains 0.1.7
- Replies: 13
- Views: 4133
Re: [0.17] Sam's Trains 0.1.1
Yeah, I think this is clearly designed to be LTN for people who don't want LTN's complexity, so asking the mod author to effectively replicate LTN doesn't seem like a good idea?
- Tue Aug 27, 2019 11:19 am
- Forum: Balancing
- Topic: A Case for Balancing Nuclear Power
- Replies: 83
- Views: 31580
Re: A Case for Balancing Nuclear Power
I messed about with the heat mechanics a bit a while ago while I was trying to make a simplified/unified version of the "Solar Thermal" mod, which had too many tiers for me. I may well reopen that mod and try a test reactor with a max temperature of 10,000 or something, see what happens. I...
- Fri Aug 23, 2019 9:58 am
- Forum: Balancing
- Topic: A Case for Balancing Nuclear Power
- Replies: 83
- Views: 31580
Re: A Case for Balancing Nuclear Power
I looked at some other nuclear mods and it appears as if the reactor prototype does have a heat buffer with a settable max temperature in code. There's no "heat pump" entity so you can never make one heat buffer hotter than the reactor or other equivalent heat generator, but from my very b...
- Thu Aug 22, 2019 12:18 pm
- Forum: Balancing
- Topic: A Case for Balancing Nuclear Power
- Replies: 83
- Views: 31580
Re: A Case for Balancing Nuclear Power
As far as UPS goes, the best way to deal with it is decreasing the number of buildings. That can be achieved by adding additional tiers of steam turbine that work at higher temperatures, or simply increasing the max temperature of nuclear steam and the heat pipe system in the first place. You could ...
- Wed Aug 07, 2019 3:44 pm
- Forum: Ideas and Suggestions
- Topic: Add a late-game tier for smelting
- Replies: 3
- Views: 2067
Re: Add a late-game tier for smelting
Surely the way forward is to increase the module tiers/slots? If you can get an electric smelter with more slots and, like, level 5/6 modules, you can increase speed that way, without having to mess up everyone's belt calculations for smelter lines with incremental increases.
- Thu Aug 01, 2019 2:55 pm
- Forum: Ideas and Suggestions
- Topic: Isolate roboports by limiting them by circuit networks
- Replies: 17
- Views: 4136
Re: Isolate roboports by limiting them by circuit networks
Who was it who had the idea of separating the different functions of roboports up? Well, not me originally, but it sure was me last night. In this case I wanted them split because I don't want, or need, a logistics network, but would like a construction repair network covering some infrastructure. ...
- Sat Jul 27, 2019 1:17 pm
- Forum: Ideas and Suggestions
- Topic: Isolate roboports by limiting them by circuit networks
- Replies: 17
- Views: 4136
Re: Isolate roboports by limiting them by circuit networks
Who was it who had the idea of separating the different functions of roboports up?
- Fri Jun 07, 2019 2:12 pm
- Forum: Balancing
- Topic: 0.17 Coal Liquefaction
- Replies: 25
- Views: 8905
Re: 0.17 Coal Liquefaction
One of the iron laws of the internet is that people can have screaming, religious-fervor shouting matches over things that, to any outside observer, would not make any sense at all.
- Tue Jun 04, 2019 10:38 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
- Replies: 87
- Views: 81349
Re: [MOD 0.12.x] Slipstream Chests - 2.0.0
Doesn't loader->chest->loader do the exact same thing?
- Sat Jun 01, 2019 4:10 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 399701
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
I tend to use a mid-game smelter layout that does copper and iron in parallel, sending both kinds of ore up both sides of a belt and using smart inserters to pick the ones that need making. This obviously wouldn't work if furnaces needed recipes to be set. However, it's not a huge thing and I could ...
- Thu May 02, 2019 7:40 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 399701
Re: [MOD 0.17+] Untitled WIP
Really impressive work. How far are you down your roadmap?
- Fri Apr 26, 2019 2:33 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 399701
Re: [MOD 0.17+] Untitled WIP
You always need gears though. The stuff you want to recycle is the stuff that gets superceded. So burner stuff, stone furnaces, etc. I never want to recycle green circuits or gear wheels.
- Thu Apr 25, 2019 10:06 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 399701
Re: [MOD 0.17+] Untitled WIP
Experimenting with scattergun (i.e. shotgun) turrets and changing all bullets to be physical projectiles: https://i.imgur.com/A967HIf.gif I mean, obviously the extra multicoloured pew-pew is nice. But the reason pistol/machine-gun/gun-turret bullets are "instant" and there's no shotgun tu...
- Thu Apr 25, 2019 10:02 am
- Forum: Ideas and Suggestions
- Topic: Directional Rails!
- Replies: 4
- Views: 1613
Re: Directional Rails!
So you want an additional entity that's there to stop you making a mistake in your design?
- Tue Apr 23, 2019 8:11 pm
- Forum: Ideas and Suggestions
- Topic: Weapon and ammo stats readability
- Replies: 12
- Views: 3313
Re: Weapon and ammo stats readability
There are some advantages to it, perhaps, in terms of what bonuses the research is giving you, thus calculating what the use of the next research is.
But alternatively it could be in a tooltip or something.
But alternatively it could be in a tooltip or something.
- Tue Apr 23, 2019 10:10 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 399701
Re: [MOD 0.17+] Untitled WIP
One thing I'd say is that a lot of the nuclear mods add a lot of complexity for the sake of it. It's nice to have a plutonium cycle of some kind but having 12 different purification stages is a bit much. Having said that there are other mods that do this so it's probably not necessary unless you int...
- Tue Apr 23, 2019 9:31 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 240151
Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
(is there a benefit to using compact loaders and loaders redux in the same save?)
- Tue Apr 23, 2019 9:19 am
- Forum: Ideas and Suggestions
- Topic: Weapon and ammo stats readability
- Replies: 12
- Views: 3313
Re: Weapon and ammo stats readability
What about:
Damage:
25 physical
- base 10
- weapon research level 5 + 15
Damage:
25 physical
- base 10
- weapon research level 5 + 15
- Thu Apr 18, 2019 1:36 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 399701
Re: [MOD 0.17+] Untitled WIP
*grabby hands* gimme now! This really looks like the kind of thing I would enjoy. I never really liked the idea of angels or bobs because it seemed to add too many base materials, but more processing chains from the basic materials would be very nice indeed. Do you have any ideas for the nuclear sid...